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Guardian Frontier
An RPG with classic-style gameplay and a non-classic premise, inspired by the history of exploration and colonialism of the 19th century.

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[Poll] Would it be sexist to have different starting stats based on your character's selected gender?

author=slashphoenix
...Once you've added an NPC and all of the related code, art and dialogue, you've done the majority of the work. Restricting that NPC from dating certain players wouldn't take nearly as long, unless you needed custom dialogue for each, somehow (usually not the case, designers plan around that - that's why you have a neutral name like "Gray Warden" or "The Avatar").

Hmm, I'm torn with what Unity said - on one side, you have a diverse range of sexual orientations, but on the other side you give the freedom of choice to the player. It certainly sucks to have your favorite character be made undateable because you wanted to play a guy or a girl specifically - that already happens in real life, why should it happen in games? Especially games like Skyrim, where the entire thing is basically about you running around doin' cool stuff, wild and free. And if the only purpose of that is to give the dateable NPCs "canon" or "realistic" orientations... it doesn't seem worth it. I suppose it makes more sense (and is probably more fun) to make the all of the NPCs dateable by anybody, and leave other various orientations to be represented by non-dateable NPCs. I don't know if that would possibly be offensive to anyone else, but it would definitely be the easiest and least limiting option.

One thing this doesn't address though, is that even people who're strictly bisexual tend to behave differently while interacting with a male partner versus a female partner. Yes, there are plenty of examples of games which allow you to romance the same characters with either a male or a female protagonist, but I'm not convinced that there are any examples of games that "make it work." I've been highly unsatisfied with Bioware's romance writing, for instance, since way back with Baldur's Gate 2, when I was just thirteen (and their writing teams are still headed by a lot of the same people now that they were back then.)

If I were making a game where you can pick your PC's gender, and romance NPCs, I would only make the same characters romanceable by either a male or female PC if I was willing to write a different set of dialogue for each scenario. It's possible to write a romance which can keep one party's gender vague and accommodate a switch just by swapping some keywords back and forth, but if you're going for a romance with depth, which draws on the finer points of how those characters interact with each other, I think it's practically always going to be a huge handicap. If I have to choose between giving all my NPCs strict orientations, and making half the potential romances unavailable to players who pick a given gender, or making every NPC bisexual with the same romance script for a male or female PC and thereby not being satisfied with a single one of the romances I wrote, I'll pick the first option every time.

ETA: I think video games as a medium actually have really significant advantages in terms of portraying romance, but that potential is on the whole so dramatically underexplored that it's no surprise if people start thinking video games are just not good for romance.

[Poll] Would it be sexist to have different starting stats based on your character's selected gender?

author=Feldschlacht IV
To be clear though; gender bases stat choices is contentious, because besides for stats that might contribute to Strength and Defense weighted towards dudes (and only in the real world), you get into weird realms of thoughts like stats like Intelligence being gender weighted, which is...controversial.

There's a whole host of reasons why I prefer to avoid linking magic ability to "intelligence." At least in some Western RPGs it comes with associated changes in roleplaying options, but when it has nothing to do with how the characters behave, it's just all kinds of nonsensical, and considering how easy it is to avoid that by just changing the name of the stat, I feel like there's really no excuse.

[Poll] Would it be sexist to have different starting stats based on your character's selected gender?

Depends on what you're putting the gender choice in for in the first place.

If the whole point of character building is mechanical, so the only reason a player would have to make, say, an orc mage, is to give their character the gameplay characteristics of the "orc" and "mage" templates, then I guess the implications might bother some people, but you're not really shoehorning anyone into story-based decisions they don't want for mechanical reasons. If the choices are driving elements of the story though, you don't want to force the player's hand on them.

Personally, I prefer just using casts of fully unique predesigned characters. If your party contains a highly accomplished swordswoman, would she be stronger if she had instead been a swordsman? Maybe, but it's a kind of meaningless hypothetical because you can't just have someone grow up a different gender from birth and be remotely the same person, and there was never a male version of her who could have joined your party in the first place.

[Poll] When Playing Indie RPGs, What Game-Length Do You Look For?

With all the necessary caveats about a good short game being better than a bad long one, not adding unnecessary fluff, etc., I'd say I generally prefer upwards of ten hours. There are a lot of kinds of storylines where I feel like they can't really be conveyed properly in a timespan that you can experience in a single sitting. Not every game has to have that kind of storyline, but my favorite ones generally do.

Different stories are suited to different media, and I feel like a one-hour story isn't usually taking advantage of the medium-specific strengths of video games.

Level of exploration: Examine everything!

The way I see it, if it's not painfully obvious what inspectable objects contain items and what ones don't, there should either be flavor text that's interesting and fun to read, or no hidden items. If the flavor text is boring or nonexistent, looking for items is a chore. If it's fun, then getting items is just a perk of taking your time to read it.

Could having all HP/MP growth tied to consumable items work?

Dark Cloud did this for HP and Defense (also the thirst meter, which together were the only stats not dependent on your weapon.)

Since new treasures would appear as you built up the towns in the game, it gave a nice sense of anticipation when you were searching around the places you'd restored. But if you're going to go that route, don't force the player to scrounge around too much for the stuff. Having to check every damn nook and cranny while playing a game is just a recipe for neurosis.

What do you think about Harem RPG's?

author=Corfaisus
author=Desertopa
And I have too many happy and sincerely romantic polyamorous people in my social circles to doubt that it's something that can work out.
I'm sincerely interested in finding out how this works for them. Can you expand on this without listing names?

Well, I know three married couples who're polyamorous; both partners can and do have additional long term romantic partners. All three couples are among the happiest married couples I know, constantly affectionate and appreciative of each other's company and everything they do together, and remain much more enthusiastic about their relationships after years together than most couples I know. They all say that they get completely different things from each of their partners, and they're satisfying in different ways, and don't force them to split their affections.

I have other polyamorous acquaintances who're not married, and have relationship styles that seem less like something I'd desire for myself, but for them I can still say they seem very happy with what they have.

An online friend-of-a-friend, and writer I follow a lot, has written an essay on how his experiences with polyamory changed his viewpoint, which I think is worth checking out.

The way most people practice polyamory, with a particular "primary" relationship and additional "secondary" ones, isn't really appealing to me personally, although it clearly works out for plenty of people. But I do see a lot of appeal in the idea of a relationship of three, maybe four people, where each person is a partner to everyone else. But this is so little the norm in polyamorous communities that I haven't even observed it, let alone experienced it, although I've been assured that such relationships do at least exist.

What do you think about Harem RPG's?

author=Corfaisus
I mean, sure, if you feel like selling yourself short, I guess polygamy is fine. Maybe I just want for the other person to love and invest themselves in me as much as I do them, and maybe I feel like having to split this one person's love between a crowd of "lovers" kind of "waters down" the romance, for lack of a better term?


See, personally, I have some interest in writing a game which has a possible ending with a three way relationship. I don't like stories which feature lots of characters glomming onto the lead for implausible reasons for wish fulfillment, or stories where the main character can win over anyone just by picking who to be nice to. But I do like stories which can explore multiple kinds of relationship compatibility between people, and feature romance which defies audience expectations. And I have too many happy and sincerely romantic polyamorous people in my social circles to doubt that it's something that can work out.

But on the other hand, I really don't want to have it turn into the main thing that people remember about the game, which makes or breaks players' opinions of it. I mean, there's a lot to be said for being true to your artistic vision, but if I can't include something in a serious work without people throwing a fit over it, I'm not going to write it.

What do you think about Harem RPG's?

Actually, it occurs to me that my favorite visual novel (warning, site contains NSFW images) could broadly be described as a comedic harem political drama.

On the other hand, nobody who wants to convey a sense of what the game is actually like would call it that. It's not as if you can't write a story which combines political drama, comedy, and romantic tension between a single lead and several characters, and have it be good. The typical genre conventions clash with each other, but none of the elements have to be conveyed typically.

What do you think about Harem RPG's?

If we're talking harem genre, there are a lot of crappy ones and some good ones (RPG-wise, most of what's out there isn't available in English, as LockeZ said,) but there wouldn't be so many crappy ones if there weren't a lot of people into the premise, so if you do it well I don't think you'd want for an audience.

On the other hand, if you're mixing elements from genres that have limited audience overlap, you may end up narrowing the set of people interested in playing the game. For instance, some people who're interested in high stakes political drama based stories might not be interested in a high stakes political drama based story that's also a comedic harem romance.

Of course, since we're not putting any money on the line here, that doesn't necessarily mean you shouldn't make a comedic harem political drama.